/obj/item/weapon/gun/energy/pulse_rifle
	name = "pulse rifle"
	desc = "A heavy-duty, pulse-based energy weapon, preferred by front-line combat personnel. Has two firing modes: ULTRA-KILL, which is turf destroying, which uses 10% of the charge, while the standard KILL setting uses only 2% but cannot break turf apart."
	icon_state = "pulse"
	item_state = null	//so the human update icon uses the icon_state instead.
	force = 10
	fire_sound = 'sound/weapons/pulse.ogg'
	charge_cost = 500
	projectile_type = "/obj/item/projectile/beam/pulse"
	cell_type = "/obj/item/weapon/cell/super"
	var/mode = 0

	attack_self(mob/living/user as mob)
		if(0)
			mode = 1
			charge_cost = 200
			fire_sound = 'sound/weapons/Laser.ogg'
			user << "\red [src.name] is now set to kill."
			projectile_type = "/obj/item/projectile/beam"
		if(1)
			mode = 0
			charge_cost = 2000
			fire_sound = 'sound/weapons/pulse.ogg'
			user << "\red [src.name] is now set to DESTROY."
			projectile_type = "/obj/item/projectile/beam/pulse"
		return


/obj/item/weapon/gun/energy/pulse_rifle/destroyer
	name = "pulse destroyer"
	desc = "A heavy-duty, pulse-based energy weapon."
	cell_type = "/obj/item/weapon/cell/infinite"

	attack_self(mob/living/user as mob)
		user << "\red [src.name] has three settings, and they are all DESTROY."



/obj/item/weapon/gun/energy/pulse_rifle/M1911
	name = "m1911-P"
	desc = "It's not the size of the gun, it's the size of the hole it puts through people."
	icon_state = "m1911-p"
	cell_type = "/obj/item/weapon/cell/infinite"


